mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-12-27 09:58:08 +01:00
150 lines
4.8 KiB
C++
150 lines
4.8 KiB
C++
/*****************************************************************************
|
|
* Eliot
|
|
* Copyright (C) 2008-2012 Olivier Teulière
|
|
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*****************************************************************************/
|
|
|
|
#ifndef COMMAND_H_
|
|
#define COMMAND_H_
|
|
|
|
#include <string>
|
|
|
|
#include "logging.h"
|
|
|
|
using std::wstring;
|
|
|
|
|
|
/**
|
|
* This abstract class is the parent of all classes implementing the Command
|
|
* design pattern.
|
|
*/
|
|
class Command
|
|
{
|
|
DEFINE_LOGGER();
|
|
|
|
public:
|
|
Command();
|
|
virtual ~Command() {}
|
|
|
|
/**
|
|
* Execute the command. This can later be undone using the undo()
|
|
* method.
|
|
*
|
|
* You are not allowed to call this method twice before calling
|
|
* undo() first.
|
|
*/
|
|
void execute();
|
|
|
|
/**
|
|
* Undo the previous call to execute().
|
|
*
|
|
* You are not allowed to undo a command which is not executed yet.
|
|
*/
|
|
void undo();
|
|
|
|
/**
|
|
* Return true if the command has been executed (i.e. if it is
|
|
* allowed to call undo()), false otherwise.
|
|
*/
|
|
bool isExecuted() const { return m_executed; }
|
|
/// Return true if the command is auto-executable
|
|
virtual bool isAutoExecutable() const { return m_autoExecutable; }
|
|
|
|
/**
|
|
* Mark the command as human independent, which means that it will
|
|
* be automatically executed if the commands history is cleared
|
|
* just before this command.
|
|
* It is mostly useful in FreeGame mode, where a turn played by an AI
|
|
* player should be re-executed, because the user cannot control it.
|
|
*/
|
|
void setHumanIndependent(bool humanIndependent) { m_humanIndependent = humanIndependent; }
|
|
/// Return true if the command is human independent
|
|
virtual bool isHumanIndependent() const { return m_humanIndependent; }
|
|
|
|
/**
|
|
* Return true if the command can be inserted safely between existing
|
|
* commands. This is mostly useful for player events, such as warnings,
|
|
* solos and penalties.
|
|
*/
|
|
virtual bool isInsertable() const { return false; }
|
|
|
|
/**
|
|
* Description of the command, for debugging purposes
|
|
*/
|
|
virtual wstring toString() const = 0;
|
|
|
|
protected:
|
|
virtual void doExecute() = 0;
|
|
virtual void doUndo() = 0;
|
|
|
|
/**
|
|
* Mark the command as auto-executable.
|
|
* When the commands history is set to a particular turn, all the
|
|
* auto-executable commands for this turn will be executed until
|
|
* the first non-auto-executable one (excluded).
|
|
* This allows replaying some actions (like setting the rack) at the beginning of a turn.
|
|
*/
|
|
void setAutoExecutable(bool autoExec) { m_autoExecutable = autoExec; }
|
|
|
|
private:
|
|
bool m_executed;
|
|
bool m_humanIndependent;
|
|
bool m_autoExecutable;
|
|
};
|
|
|
|
|
|
/**
|
|
* Command allowing to undo any other command (decorator pattern).
|
|
*/
|
|
class UndoCmd : public Command
|
|
{
|
|
DEFINE_LOGGER();
|
|
|
|
public:
|
|
/**
|
|
* Constructor from the wrapped command.
|
|
* This class takes ownership of the given command.
|
|
*
|
|
* Note that you should usually pass a copy of the command you want
|
|
* to undo, instead of passing it directly, for 3 reasons:
|
|
* - you may not have ownership of the passed command
|
|
* - you may hold a const pointer, which would oblige youi
|
|
* do do a const_cast first
|
|
* - if both the command and its undo version are in the history,
|
|
* executing the UndoCmd will silently mark the original command
|
|
* as not executed. This is not a problem currently, but might
|
|
* become one in the future...
|
|
*/
|
|
UndoCmd(Command *cmd);
|
|
~UndoCmd();
|
|
|
|
const Command & getWrappedCommand() const { return *m_cmd; }
|
|
|
|
virtual bool isAutoExecutable() const;
|
|
|
|
virtual wstring toString() const;
|
|
|
|
protected:
|
|
virtual void doExecute();
|
|
virtual void doUndo();
|
|
|
|
private:
|
|
Command *m_cmd;
|
|
};
|
|
|
|
#endif
|
|
|